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Aenean Epic Magic System: (beta 2)

Requirements | Casting | Mechanics | Researching New Spells

Aenea now has its own system for PCs that wish to cast epic spells. No longer just feats picked at level-up, the new system allows an epic caster (one that has gained the Epic Magic feat) to research customized epic spells. The old feats remain (and are selectable at level-up) for those casters that really want to use up extra feat choices, but most of the epic old epic spells can be made with the new system.

The Aenean Epic Magic System (AEMS) allows an epic spellcaster to research many different types of epic spells and increases the number of epic spells that can be cast per day. The caster gains the power to pick which spells he or she will cast (at the time of casting), and can cast the same epic spells multiple times if desired. The AEMS lets casters pick between two epic spellcasting methods: A) purely VC command & feat based or B) a mix of VC commands to "pre-select" up to 8 "epic spell slots" and a focus item that can call forth those epic spells from the quickbar.

Requirements for Casting with the AEMS:

• Epic Magic (feat): Automatically granted to 21st level clerics, druids, sorcerers, and wizards, and given to 15th level pale masters.

• Spellcraft (skill): Investment of ranks in this skill is needed, as both research and casting depend on this skill. For epic spells, primary casting stat is used in place of Intelligence for non-wizards/non-pale masters.

• Casting Resources: If the caster decides, some epic spells can be cast more easily if there is a cost associated. This cost can be in hitpoints, experience points, or blood of magic (or any combination of the three). The caster needs to have the required resources to cast such spells.

• Epic Spell Research: Without researching at least one epic spell, a caster cannot actually cast epic magic. Researching is done in the Chamber of the Ancients in the Library at Dawnholm (a chamber that can be entered only by those with the Epic Magic feat).

Casting Epic Spells:

There are two methods used for casting spells within the AEMS. Each method will decrease the number of remaining uses of the Epic Magic feat when used. Both make use of the VC command system (commands entered into the chatbar).

Common VC Commands:
;;em list - lists all 40 (or 50 for epic wizards) epic spell numbers with any researched spells named
;;em info x - replace x with the number of an epic spell to see it's description
;;em erase x - replace x with the number of a spell to permanently erase it from the list of available spells

Casting Method 1: Epic Magic Feat:

The easiest way to use this method might be to quickslot both the Epic Magic feat and the VC command ;;em list. From the list, pick the desired epic spell and note it's number. Select it by using the following VC command:

;;em x - replace x with the number of the spell from the list.

Use the Epic Magic spell on your intended target (yourself, the ground, another creature, or a placeable or door). One of your casts per day will be used up and the spell will be cast.

Casting Method 2: Epic Focus Item:

The second available method for casting utilizes the Epic Focus item, which can "cast" up to 8 different epic spells from the quickslot (or much more slowly from the inventory window). To properly use this method, a caster must first "pre-select" up to 8 epic spells from the available list using the following VC commands:

;;em slot1 x - replace x with the desired epic spell that will be cast if the epic spell slot 1 is activated.
;;em slot2 x - select the spell for slot 2
;;em slot3 x - select the spell for slot 3
;;em slot4 x - select the spell for slot 4
;;em slot5 x - select the spell for slot 5
;;em slot6 x - select the spell for slot 6
;;em slot7 x - select the spell for slot 7
;;em slot8 x - select the spell for slot 8

Activate the desired epic spell property from the Epic Focus item on the desired target for the spell to take effect.

Game Mechanics of the Aenean Epic Magic System:

Character development choices made will affect a caster's ability to use epic magic. The following information is important to understand to help in your decisions about classes, skill points, feats, and possibly equipment.

• Character Classes:

Only the following classes gain the Epic Magic feat:
Cleric (level 21)
Druid (level 21)
Sorcerer (level 21)
Wizard (level 21)
Pale Master (level 15)

Each epic spellcaster will have one primary epic casting class. This class is determined when leveling up and the Epic Magic feat is first gained (and it is recorded into the character database). This class is used to determine both the number of epic spell castings available per day and to grant access to certain epic spell effect "seeds" (effect categories) during research.

Should an epic caster character make use of the "relevel scales", be sure to regain the Epic Magic feat using the same caster class, otherwise all previously researched epic spells will be permanently erased for that character. This is to prevent the use of the relevel option in order to gain access to epic effect seeds that would otherwise be unavailable to a character.

On the topic of level reductions, using the option to reincarnate or ascend will also erase all previously researched epic spells, since such a step is intended as a "fresh start" for a character.

• Epic Spell Casts per Day - For every 10 caster levels in the primary epic casting class a character has, the caster gains 1 epic spell casting per day. There is a maximum of 4 casts per day that can be gained this way (only by using all 40 character levels in a single class can this be accomplished).

Epic pale masters with the Epic Magic feat count as 1/2 their class level in this regard, so must have at least 20 levels in the class to contribute to castings per day (and limiting a pale master to gaining a single epic casting per day from his or her class). Characters that take such a path will have fewer castings per day, relying on Spellcraft ranks to provide most epic casting ability.

• Spellcraft Skill:

The Spellcraft skill is used for three different functions in the AEMS.

• Epic Spell Casting - Each time an epic spell is cast, the spellcaster performs a Spellcraft check against the Spellcraft DC of the chosen epic spell (see ;;em info x). A successful check means the spell can be cast. A failure means the use of one epic casting for the day, but does not incur any costs that might come with casting. For this check, clerics and druids use their Wisdom modifier in place of their Intelligence modifier with the Spellcraft skill. Sorcerers use their Charisma modifier.
• Epic Spell Research - During epic spell research, the spell's Spellcraft DC is used to determine the research costs and difficulty...the more powerful an epic spell, the higher the costs and the higher the caster's Spellcraft skill needs to be to research (and later cast). A high enough Spellcraft skill means the spell can be researched. For this check, clerics and druids use their Wisdom modifier in place of their Intelligence modifier with the Spellcraft skill. Sorcerers use their Charisma modifier.
• Epic Spell Casts per Day - For every full 10 base ranks in Spellcraft (not counting feats, item/spell bonuses, or ability modifiers) an epic spellcaster has, he or she can cast 1 epic spell per day. The maximum gained in this way is 4 per day (with 40 to 43 ranks).

The Spellcraft check made to actually cast an epic spell has varying levels of effectiveness for each spell, depending on the situation and choices of the caster:
     • Non-Combat - The spellcaster will automatically "Take 20" when not in combat, ending up with a Spellcraft check of 20 + Spellcraft skill.
     • Combat - The spellcaster automatically "Rolls 1d20" when in combat, ending up with a Spellcraft check of 1-20 + Spellcraft skill.
          - If the caster has the Combat Casting feat, the d20 roll gains a +4 bonus (for a possible roll of 5-20).
          - If the caster has Improved Combat Casting, the d20 roll gains a +8 bonus (for a possible roll of 9-20).
     • Combat (Take 10) - The spellcaster will automatically "Take 10" when in combat, ending up with a Spellcraft check of 10 + Spellcraft skill. This option can be selected using the VC toggle command ;;em take10.

• Spell Failure:

Epic spells ignore armor and shield based spell failure. If the caster suffers from magical (or anti-magical) effects that give additional spell failure, he or she will need to make a Concentration check to successfully cast an epic spell. The DC to meet or exceed is equal to the 25% of the spell failure level + 1d20 (for a maximum DC of 26-45 with a 100% spell failure effect).

Research Process and Spell Options:

To research an epic spell, the epic caster needs to travel to the Chamber of the Ancients (a special area withing the underground library near Dawnholm). Entrance to this chamber is gained only by those with the Epic Magic feat (and at least 1 use/day remaining).

Once inside, the research begins when the epic caster uses the VC command ;;em new x. The "x" is replaced with the number of the "epic spell space" you want to use to record the new epic spell. Check ;;em list to look for an empty space so you do not overwrite an existing epic spell.

A newer system uses a series of special placeable "buttons". Clinking these will assign their specific options to the new epic spell. Examining them may give clarifying information (such as duration, saving throw types, etc.). Any time during the research a caster can click on the "finalize", "review", or "start over/exit" options.

The costs to research each spell are in both "celestial gold" and experience points:
Celestial Gold: Spellcraft DC x 9,000
XP: 4% of gold cost

Celestial gold a special material used in epic magic research, and it is gained in two ways. Option 1: Use the VC command ;;em gold x, replacing x with the number of standard gold you'd like to convert to celestial gold. Option 2: Use the philoshophers' stone on items in inventory to destroy them and convert part of their value into celestial gold. You can check how much celestial gold you have by using the VC command ;;em gold.

The following links will take you to a data page to learn the specifics of the different effect "seeds" and the modifiers. Certain epic spell seeds (effect categories) are available only to particular types of casters. Your character's "epic caster class" is permanently set when the Epic Magic feat is first gained (and remains set even through reincarnation, ascension, and use of re-level scales). No single character has access to all the types of epic magic.

Spell Seed Effects
(red = available to sorcerer/wizard/pale master only, blue = available to cleric/druid only)

Spellcraft DC Modifiers
(modifiers are applied in the order given)

© 2004 - 2010 Nathaniel Bruha. All rights reserved.